using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using iTron.Controller;
using iTron.Model;
using iTron.Model.Player;

namespace iTron
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class iTron : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        int gameStatus, nOpponents = 1;

        // Controllers
        GUIController guiController;
        GameController gameController;

        List<Player> players = new List<Player>();

        public iTron()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            // TODO: font?

            // TODO Draw board

            // Draw GUI
            guiController = new GUIController(Content);

            // Init game
            initGame();
        }

        private void initGame()
        {
            gameController = new GameController(Content);

            players = new List<Player>();

            Player player = new Human();
            player.name = "Human";
            player.ID = 1;
            player.speed = 500;
            players.Add(player);
            gameController.addPlayer(player);

            for(int i = 1; i <= nOpponents; i++) {
                if (i > 5) break;
                player = new StupidAI();
                player.name = "AI " + (i);
                player.ID = i + 1;
                player.speed = 500;
                players.Add(player);
                gameController.addPlayer(player);
            }

            gameController.start();
            gameStatus = Utils.GAMESTATUS_STARTED;
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // Update logic here
            if (gameController.isVictory())
            {
                nOpponents++;
                initGame();
            }
            else if (!gameController.isGameOver)
            {
                for (int i = 0; i < players.Count; i++)
                {
                    if (i == 0)
                    {
                        gameController.makeAction(players[i], guiController.getUserAction());
                    }
                    else
                    {
                        gameController.makeAction(players[i], players[i].getAction(gameController.grid.grid));
                    }
                }
                gameController.update(gameTime);
            } else {
                gameStatus = Utils.GAMESTATUS_GAMEOVER;
            }

            // Update GUI
            gameController.update(gameTime);
            guiController.update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            SpriteFont font = Content.Load<SpriteFont>("Font");
            string gamestatus = "";

            spriteBatch.Begin();
            switch (gameStatus)
            {
                case Utils.GAMESTATUS_NOTSTARTED:
                    gamestatus = "Game: Not started";
                    break;
                case Utils.GAMESTATUS_STARTED:
                    gamestatus = "Game: Started";
                    break;
                case Utils.GAMESTATUS_GAMEOVER:
                    gamestatus = "Game: Game Over";
                    break;
                case Utils.GAMESTATUS_FINISHED:
                    gamestatus = "Game: Finished";
                    break;

            }

            spriteBatch.DrawString(font, gamestatus, new Vector2(60, 440), Color.White, -1.65f, new Vector2(30, 30), 1.0f, SpriteEffects.None, 1.0f);
            guiController.paint(spriteBatch, true);
            gameController.paint(spriteBatch);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}